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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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436 lines
12 KiB
C++
436 lines
12 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/point_light.h"
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#include "nel/3d/light.h"
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#include "nel/3d/transform.h"
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#include "nel/misc/common.h"
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#include <algorithm>
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using namespace NLMISC;
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using namespace std;
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namespace NL3D
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{
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// ***************************************************************************
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//NLMISC::CBlockMemory<CTransform*, false> CPointLight::_LightedModelListMemory(NL3D_LIGHTED_MODEL_ALLOC_BLOCKSIZE);
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// ***************************************************************************
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CPointLight::CPointLight() : _LightedModels(/*&_LightedModelListMemory*/)
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{
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_Position= CVector::Null;
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_Ambient= CRGBA::Black;
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_Diffuse= _Specular= CRGBA::White;
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// Default setup. this is arbitrary
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_AttenuationBegin= 10;
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_AttenuationEnd= 30;
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// Default spot setup. this is arbitrary
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_SpotDirection.set(0,1,0);
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_SpotAngleBegin= float(NLMISC::Pi/4);
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_SpotAngleEnd= float(NLMISC::Pi/2);
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// compute AttenuationFactors only one time.
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static bool done= false;
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static float cAtt, lAtt, qAtt;
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static float spotCOOD, spotCAE, spotEXP;
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if(!done)
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{
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done= true;
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computeAttenuationFactors();
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computeSpotAttenuationFactors();
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// bkup setup.
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cAtt= _ConstantAttenuation;
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lAtt= _LinearAttenuation;
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qAtt= _QuadraticAttenuation;
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spotCAE= _CosSpotAngleEnd;
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spotCOOD= _OOCosSpotAngleDelta;
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spotEXP= _SpotExponent;
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}
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else
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{
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// just copy bkuped setup.
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_ConstantAttenuation= cAtt;
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_LinearAttenuation= lAtt;
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_QuadraticAttenuation= qAtt;
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_CosSpotAngleEnd= spotCAE;
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_OOCosSpotAngleDelta= spotCOOD;
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_SpotExponent= spotEXP;
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}
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_AddAmbientWithSun= false;
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}
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// ***************************************************************************
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CPointLight::CPointLight(const CPointLight &o) : _LightedModels(/*&_LightedModelListMemory*/)
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{
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// copy (no need to init)
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operator=(o);
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}
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// ***************************************************************************
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CPointLight &CPointLight::operator=(const CPointLight &o)
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{
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/// copy all but _LightedModels !!
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_Type= o._Type;
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_Position= o._Position;
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_Ambient= o._Ambient;
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_Diffuse= o._Diffuse;
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_Specular= o._Specular;
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_AttenuationBegin= o._AttenuationBegin;
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_AttenuationEnd= o._AttenuationEnd;
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_OODeltaAttenuation= o._OODeltaAttenuation;
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_ConstantAttenuation= o._ConstantAttenuation;
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_LinearAttenuation= o._LinearAttenuation;
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_QuadraticAttenuation= o._QuadraticAttenuation;
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_SpotDirection= o._SpotDirection;
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_SpotAngleBegin= o._SpotAngleBegin;
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_SpotAngleEnd= o._SpotAngleEnd;
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_CosSpotAngleEnd= o._CosSpotAngleEnd;
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_OOCosSpotAngleDelta= o._OOCosSpotAngleDelta;
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_SpotExponent= o._SpotExponent;
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_AddAmbientWithSun= o._AddAmbientWithSun;
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return *this;
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}
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// ***************************************************************************
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CPointLight::~CPointLight()
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{
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resetLightedModels();
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}
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// ***************************************************************************
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void CPointLight::setType(TType type)
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{
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_Type= type;
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}
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CPointLight::TType CPointLight::getType() const
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{
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return _Type;
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}
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// ***************************************************************************
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void CPointLight::setupAttenuation(float attenuationBegin, float attenuationEnd)
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{
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// set values.
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attenuationBegin= max(attenuationBegin, 0.f);
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attenuationEnd= max(attenuationEnd, attenuationBegin);
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_AttenuationBegin= attenuationBegin;
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_AttenuationEnd= attenuationEnd;
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// update factors.
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computeAttenuationFactors();
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}
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// ***************************************************************************
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void CPointLight::setupSpotAngle(float spotAngleBegin, float spotAngleEnd)
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{
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clamp(spotAngleBegin, 0.f, float(Pi));
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clamp(spotAngleEnd, spotAngleBegin, float(Pi));
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_SpotAngleBegin= spotAngleBegin;
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_SpotAngleEnd= spotAngleEnd;
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// update factors.
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computeSpotAttenuationFactors();
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}
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// ***************************************************************************
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void CPointLight::setupSpotDirection(const CVector &dir)
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{
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_SpotDirection= dir;
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_SpotDirection.normalize();
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}
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// ***************************************************************************
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void CPointLight::computeAttenuationFactors()
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{
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// disable attenuation?
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if(_AttenuationBegin==0 && _AttenuationEnd==0)
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{
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// setup for attenuation disabled.
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_ConstantAttenuation= 1;
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_LinearAttenuation= 0;
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_QuadraticAttenuation= 0;
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}
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else
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{
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// precompute attenuation values, with help of CLight formula!!
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CLight dummyLight;
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dummyLight.setupAttenuation(_AttenuationBegin, _AttenuationEnd);
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_ConstantAttenuation= dummyLight.getConstantAttenuation();
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_LinearAttenuation= dummyLight.getLinearAttenuation();
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_QuadraticAttenuation= dummyLight.getQuadraticAttenuation();
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// setup _OODeltaAttenuation
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_OODeltaAttenuation= _AttenuationEnd - _AttenuationBegin;
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if(_OODeltaAttenuation <=0 )
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_OODeltaAttenuation= 0;
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else
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_OODeltaAttenuation= 1.0f / _OODeltaAttenuation;
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}
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}
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// ***************************************************************************
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void CPointLight::computeSpotAttenuationFactors()
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{
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// Factors for linear Attenuation.
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float cosSpotAngleBegin= (float)cosf(_SpotAngleBegin);
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_CosSpotAngleEnd= (float)cos(_SpotAngleEnd);
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if(cosSpotAngleBegin - _CosSpotAngleEnd > 0)
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_OOCosSpotAngleDelta= 1.0f / (cosSpotAngleBegin - _CosSpotAngleEnd);
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else
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_OOCosSpotAngleDelta= 1e10f;
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// compute an exponent such that at middleAngle, att is 0.5f.
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float caMiddle= (cosSpotAngleBegin + _CosSpotAngleEnd) /2;
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float divid=(float)log (caMiddle);
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if (divid==0.f)
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divid=0.0001f;
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_SpotExponent= (float)(log (0.5)/divid);
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}
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// ***************************************************************************
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void CPointLight::serial(NLMISC::IStream &f)
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{
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sint ver= f.serialVersion(2);
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if(ver>=2)
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f.serial(_AddAmbientWithSun);
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else
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_AddAmbientWithSun= false;
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if(ver>=1)
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{
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f.serialEnum(_Type);
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f.serial(_SpotDirection);
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f.serial(_SpotAngleBegin);
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f.serial(_SpotAngleEnd);
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}
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else if(f.isReading())
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{
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_Type= PointLight;
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_SpotDirection.set(0,1,0);
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_SpotAngleBegin= float(NLMISC::Pi/4);
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_SpotAngleEnd= float(NLMISC::Pi/2);
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}
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f.serial(_Position);
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f.serial(_Ambient);
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f.serial(_Diffuse);
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f.serial(_Specular);
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f.serial(_AttenuationBegin);
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f.serial(_AttenuationEnd);
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// precompute.
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if(f.isReading())
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{
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computeAttenuationFactors();
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computeSpotAttenuationFactors();
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}
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}
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// ***************************************************************************
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float CPointLight::computeLinearAttenuation(const CVector &pos) const
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{
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return computeLinearAttenuation(pos, (pos - _Position).norm() );
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}
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// ***************************************************************************
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float CPointLight::computeLinearAttenuation(const CVector &pos, float dist, float modelRadius) const
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{
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float gAtt;
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// Attenuation Distance
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if(_AttenuationEnd==0)
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gAtt= 1;
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else
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{
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float distMinusRadius= dist - modelRadius;
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if(distMinusRadius<_AttenuationBegin)
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gAtt= 1;
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else if(distMinusRadius<_AttenuationEnd)
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{
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gAtt= (_AttenuationEnd - distMinusRadius) * _OODeltaAttenuation;
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}
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else
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gAtt= 0;
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}
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// Spot Attenuation
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if(_Type== SpotLight)
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{
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float spotAtt;
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// Compute unnormalized direction
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CVector dir= pos - _Position;
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// get cosAngle(dir, SpotDirection):
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float cosAngleDirSpot= (dir*_SpotDirection) / dist;
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// Modify with modelRadius. NB: made Only for big models.
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if(modelRadius>0)
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{
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// If the pointLight is in the model, consider no spotAtt
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if(modelRadius > dist)
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spotAtt= 1;
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else
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{
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// compute the angle of the cone made by the model sphere and the pointLightCenter.
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float cosAngleSphere= modelRadius / sqrtf( sqr(dist) + sqr(modelRadius) );
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/* If this one is smaller than cosAngleDirSpot, it's mean that the angle of this cone is greater than the
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angleDirSpot, hence a part of the sphere "ps" exist such that _SportDirection*(ps-_Position).normed() == 1
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=> no spotAttenuation
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*/
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if(cosAngleSphere < cosAngleDirSpot)
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spotAtt= 1;
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else
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{
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// Must compute cos( AngleDirSpot-AngleSphere )
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float sinAngleSphere= sqrtf(1 - sqr(cosAngleSphere));
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float sinAngleDirSpot= sqrtf(1 - sqr(cosAngleDirSpot));
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float cosDelta= cosAngleSphere * cosAngleDirSpot + sinAngleSphere * sinAngleDirSpot;
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// spot attenuation on the exterior of the sphere
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spotAtt= (cosDelta - _CosSpotAngleEnd) * _OOCosSpotAngleDelta;
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}
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}
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}
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else
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{
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// spot attenuation
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spotAtt= (cosAngleDirSpot - _CosSpotAngleEnd) * _OOCosSpotAngleDelta;
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}
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// modulate
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clamp(spotAtt, 0.f, 1.f);
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gAtt*= spotAtt;
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}
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return gAtt;
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}
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// ***************************************************************************
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void CPointLight::setupDriverLight(CLight &light, uint8 factor)
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{
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// expand 0..255 to 0..256, to avoid loss of precision.
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uint ufactor= factor + (factor>>7); // add 0 or 1.
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// modulate with factor
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CRGBA ambient, diffuse, specular;
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ambient.modulateFromuiRGBOnly(_Ambient, ufactor);
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diffuse.modulateFromuiRGBOnly(_Diffuse, ufactor);
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specular.modulateFromuiRGBOnly(_Specular, ufactor);
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// setup the pointLight
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if(_Type == SpotLight )
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{
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light.setupSpotLight(ambient, diffuse, specular, _Position, _SpotDirection,
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_SpotExponent, float(NLMISC::Pi/2) ,
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_ConstantAttenuation, _LinearAttenuation, _QuadraticAttenuation);
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}
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// PointLight or AmbientLight
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else
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{
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light.setupPointLight(ambient, diffuse, specular, _Position, CVector::Null,
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_ConstantAttenuation, _LinearAttenuation, _QuadraticAttenuation);
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}
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}
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// ***************************************************************************
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void CPointLight::setupDriverLightUserAttenuation(CLight &light, uint8 factor)
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{
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// expand 0..255 to 0..256, to avoid loss of precision.
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uint ufactor= factor + (factor>>7); // add 0 or 1.
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// modulate with factor
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CRGBA ambient, diffuse, specular;
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ambient.modulateFromuiRGBOnly(_Ambient, ufactor);
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diffuse.modulateFromuiRGBOnly(_Diffuse, ufactor);
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specular.modulateFromuiRGBOnly(_Specular, ufactor);
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// setup the pointLight, disabling attenuation.
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// NB: setup a pointLight even if it is a SpotLight because already attenuated
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light.setupPointLight(ambient, diffuse, specular, _Position, CVector::Null,
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1, 0, 0);
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}
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// ***************************************************************************
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void CPointLight::resetLightedModels()
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{
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// For each transform, resetLighting him.
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while(_LightedModels.begin() != _LightedModels.end() )
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{
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CTransform *model= *_LightedModels.begin();
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// reset lighting
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model->resetLighting();
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// NB: the transform must erase him from this list.
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nlassert( _LightedModels.begin() == _LightedModels.end() || *_LightedModels.begin() != model );
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}
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}
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// ***************************************************************************
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CPointLight::ItTransformList CPointLight::appendLightedModel(CTransform *model)
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{
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// append the entry in the list
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_LightedModels.push_back(model);
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ItTransformList it= _LightedModels.end();
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it--;
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return it;
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}
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// ***************************************************************************
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void CPointLight::removeLightedModel(ItTransformList it)
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{
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// delete the entry in the list.
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_LightedModels.erase(it);
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}
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// ***************************************************************************
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void CPointLight::purge ()
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{
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//_LightedModelListMemory.purge();
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}
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// ***************************************************************************
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void CPointLight::setAddAmbientWithSun(bool state)
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{
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_AddAmbientWithSun= state;
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}
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} // NL3D
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